#blueprint

1 messages · Page 172 of 1

minor mortar
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Okay that makes sense why you'd want that then. That's a great way to get a good 3d menu

frosty heron
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Set the new view target to your player character or w/e you want

severe tendon
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I tried, but i cant put my follow camera directly into "target"

frosty heron
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If you want to make sure that you are using the follow camera of your actor, Get your Character -> Get Follow Camera -> Set Activate to true
Then you can do the Set View Target with Blend

severe tendon
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Still need a target

lofty rapids
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what does the error say ?

frosty heron
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ofc you do

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plugin your player controller..

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Set View Target with blend is a function that lives in a player controller. Just look at the text below the Title of the node.

lofty rapids
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is the view target the character, or the camera ?

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idk i never used it

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but you used camera in the first one

severe tendon
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Yeah

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I used a separate camera

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then I created a reference inside the BP and and put the camera there

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After that i connected it to the target

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Btw, This is more general, this script checks if you have a certain number of coins, when you have all the coins the code executes and does all the other stuff, all works great

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The problem is that idk where to connect all the script

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I did it in event tick at first, but since it upgrades every second the script starts going insane

lofty rapids
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you can switch a boolean

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so that when it hits a point you turn the boolean false, then the true branch won't run again untill you flip the boolean back

severe tendon
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Ah true

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will try that

lofty rapids
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if you flip it back at the end of the logic it will run once

severe tendon
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Yeah, it works

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Well, that was all, finally finished this, thanks for all the help, really appreciate it

zenith knoll
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hello

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if i define a struct that consists of 4 actors

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but load "character" into the variable somewhere

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this is loading the primitive version of "character" right?

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only the polymorphic primitive members

stoic ledge
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'actor' it would seem.

dawn gazelle
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If you define a reference as "Actor" and store a "Character" in it, it'll still be a reference to that particular "Character" but will be stored as an "Actor" reference.

spark steppe
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are you sure that you want an actor object to begin with?

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usually i would assume this should be hardrefs (if they are populated at runtime) or soft class references if you want to spawn them at runtime from the struct informations

zenith knoll
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yeah i guess i was trying stuff out for a weapon system

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basically multiple weapons can be loaded at the same time, but i dont want the character to load all the weapons information all the time

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so i thought maybe loading just the primitive reference to them would be enough to validate that they exist

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then the gameplay abilities can handle loading them, casting abilities, then destroying them when they are put away

spark steppe
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???

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you can always do IsValidSoftObjectReference

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or IsValidSoftClassReference

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that tells you if they are set to a valid value or not

zenith knoll
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yeah thats exactly right

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so ability one draws the weapon, spawning it and setting it in the character struct (as actor reference)

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another ability checks if it exists, if not create it

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then destroy it when its done

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that way all the weapons' assets are loaded by a gameplay ability and destroyed, but whether it exists or not is the responsibility of the character

silver garden
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How can I get an Actor Component during runtime? For example, on "Begin Play" event?
I have a base actor from which inherit a couple others. In this base actor I have a Variable that should reference an actor component. The base actor doesn't have this actor component, instead it is added on each children, and I have to set the variable that should point to each children's actor component.

dawn gazelle
wraith loom
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Just set that variable you have as the actor component. All the children should inherit that variable, so they each have a seperate version of that variable. Though I may be misinterpreting something because your text is quite confusing

silver garden
# dawn gazelle You can use Get Component(s) By Class, but this sounds like a strange set up to ...

Thank you, that worked!

To see if it can clarify your doubts or in case I'm doing something weird or wrong:

I have Fire mode actor components:

  • Fire mode base
    -- Overheat fire mode
    -- Charge fire mode
    -- Reload fire mode

I have Turrets Actor blueprints:

  • Base turret <--- No fire mode
    -- Kinetic turret <--- Overheat fire mode
    -- Energy turret <--- Charge fire mode
    -- Explosive turret <--- Reload fire mode

There is a variable in the base turret: FireModeComponent which is of type AC_FireMode. There is no FireModeComponent in the base turret blueprint. So I needed a way of getting, in each inherited blueprint, the actor component in runtime, during Begin Play, and assign them to the turret variable.

dawn gazelle
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Nevermind.. The more I think about it... It seems like you're going the right way.

indigo bough
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Hey folks, we use a lot of actor components or scene components to handle individual logic on actors so that the actor blueprint itself is quite simple and everything is a little more modular.

Anyway, I want to enable some more direct editing of vector variables on these custom actor components, but when enabling "Instance Editable" and "Show 3D Widget", the 3D widget doesn't show for these actor component variables in either the Blueprint Actor editor OR the Level Editor where the Actor is placed.

Any ideas if this is possible? I really don't want to have to have these variables at the Actor level itself as it's highly inefficient within our workflow (the amount of variables varies per Actor variant, these are vehicles with many different properties...)

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For a bit more context, I essentially want to be able to determine a certain level of per component control, for example these line debug indicators are the input positional offsets of the cannon based on it's status (ready to fire, recoiled, etc.). But each cannon position has a variety of requirements, such as angle, maximum recoil distance, rotation of the carriage over distance (the deck is curved), and so on.

It's an absolute pain in the ass to set this up with data input only, because for anyone more visually inclined, it's just a mass of numbers to try to understand.

Anyway, my intention was to provide some simple 3D widget controls (vectors) to set up each gunport more easily. Choosing a certain few locations by hand and then calculating the correct pathing, etc. from that.

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To further clarify, this is all editor time, this is setting something up for the team to use when launching new ships, rather than a gameplay feature. Hence trying to piggyback off of the "Show 3D Widget" feature.

zealous moth
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am i doing it wrong?

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I got a soft object ref to a skeletal mesh

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I async loaded it

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and print string goes 1, 2, 4

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so the cast fails

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somehow...

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what am i supposed to cast it to?

spark steppe
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you should triple check the reference

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since this code should work

frosty heron
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Are you even loading skeletal mesh?

zealous moth
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so the answer was no

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and it's weird

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I added this

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it said nope, so the SK soft ref is null

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I went back to the DT and the struct

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the DT is filled

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and it is a soft object

spark steppe
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is that even the one which is plugged into the async load?

zealous moth
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yes

spark steppe
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cause it looks like the MI could be it to

zealous moth
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if I add a default value to the struct, it loads that value and it is considered valid

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you think?

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sec

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nah it's good

spark steppe
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ok

zealous moth
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nice idea though

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but instead of loading the DT asset, it loads the struct default value

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hmmmmmmmmmmmmmmmmmmmmm

spark steppe
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that means you aren't getting the DataTable entry correct

zealous moth
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huh

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you're right

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the ID wasn't pulled

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oh

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wow

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I'm room temp iq

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I didn't link the ref

spark steppe
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that's still above the average here

zealous moth
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this was missing

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so it defaulted

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great catch, thank you!

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yay enemy spawn system completed

odd berry
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Feel like this is the more appropriate channel now, correct me if I am wrong

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Any clue why my event is not being called?

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the dispatcher for reference

topaz condor
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is the logic on this event sound? i cant get this to work correctly?

frosty heron
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@odd berry This is a bit confusing

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you are calling a function that bind to it self?

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Bind your OnAudioPlayback Percent at begin play or somewhere before you make a call

lunar sleet
topaz condor
odd berry
dawn gazelle
frosty heron
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what are you actually trying to do?

topaz condor
odd berry
# frosty heron what are you actually trying to do?

This BP has a metasound component
I am trying to create a mesh reactive to audio, I got it working but the issue is that its contained within itself
so I am trying to do the broadcaster/subscriber model so that many meshes can react to the same information

lunar sleet
frosty heron
lunar sleet
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Also as a side note. If shotgun is a child class of gun, then you only need to check if gun is equipped. @topaz condor

topaz condor
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working too much i completely skipped it

primal hare
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For some reason Lvl Seq are not playing in order, the 2nd one keeps playing before 1st.

How to make sure 1st one plays to compeletion then only the execution moves forward?

frosty heron
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Using delegates

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bind the OnPlay Event to your function that play the other sequence.

primal hare
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you mean using this node in between? Please elaborate if you can.

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I guess I'll add a calculated delay based on length of 1st sequence

frosty heron
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you won't even get accurate result with the delay, sequence are played on different FPS etc

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not to mention if the player alt tab

obtuse mulch
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the collision component only shoots OnHovered once when i click on it but not when hovering , any idea why?

frosty heron
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and you don't want EndPlay, unless you want to play the sequence AFTER the 1st one finished, and im not even sure if that's the right event. I think it's something like Finished

frosty heron
obtuse mulch
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sorry its On Begin Cursor over for actor in game

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nothing to do with widgets

robust mural
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hey guys anyone using the version 5.4, is there any documentation about renamed blueprint nodes ?

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Im unable to find

obtuse mulch
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like i click on the actor and on begin cursor over shoots once but it doesnt register mouse moving over it othervise

primal hare
frosty heron
primal hare
frosty heron
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not onEndPlay

obtuse mulch
frosty heron
obtuse mulch
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is there a way to print string which widget you are clicking?

frosty heron
obtuse mulch
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2d widgets

frosty heron
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Widget Reflector

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don't see how that's gotta do with actor tho

obtuse mulch
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it was obstructing the way

frosty heron
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Widget Component (this is 3D one)
Or actual 2D Widget you add to the screen space?

obtuse mulch
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screen space widget obstructs the way for ingame actors to be clicked if its Visible

frosty heron
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Anyway

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if testing 2D, use widget reflector

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for Widget Component, trace and get the hit result

primal hare
frosty heron
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I can see why it work but the correct way would be to bind before you play

primal hare
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the 1st one finishes goes into this and checks if finished and then the red node lets it go into the 2nd

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seems to make sense.. is it not?

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this works too

frosty heron
primal hare
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thank you for your help!

untold ivy
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Following a tutorial, I end up with two skeletal mesh on a character due to retargetting. Is it possible to "Squash" the two so I'd only have the main mesh?

frosty heron
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I never like that method

lunar sleet
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Just delete the other one?

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You realize you can select which asset to use right?

frosty heron
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problem is, they probably follow a tutorial where the other mesh copy anim data to the other one

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so no manual retargeting needed

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but you end up with multiple Mesh

odd berry
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Mesh isn't reacting like it was before but I'll take a look when I get back home 😅

untold ivy
untold ivy
# frosty heron but you end up with multiple Mesh

So if my understanding is correct: The new mesh isn't animated itself but copies the underlying mesh? It saves me from having to "animate" it myself but it makes it dependant from the original?
How can I solve that? Or what name should I search for a tutorial on how to do that?

frosty heron
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You just Re-Target the animations that you want, then you can use that anim asset to your target mesh.

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there should be re-targeting tutorial on youtube

bitter raven
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Hi, I have a problem with the horizontal scaling of the screen. When scaling the screen, my "launcher" is getting smaller. How can I block it so that it is the same size?

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I need resolution like this:

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Solved! In Scale Box:

odd lava
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doesn't show the error when i click on it

cerulean igloo
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What's the best tutorial you guys saw on PCG? Don't think I want to get pre made ones. Maybe later. But would like to learn first. Is it doable with blueprints or preferred cpp?

frosty heron
odd lava
frosty heron
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@odd lava

odd lava
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ok thank you

frosty heron
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the error I mean

odd lava
frosty heron
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ok, do you know your array length? how many elements in it?

odd lava
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3

frosty heron
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ok

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now what's the index of each element

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Give me the index of all the elements in your array

odd lava
frosty heron
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So what happend if you access Index [3] there?

odd lava
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what do you mena?

frosty heron
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You are trying to get Index [3]

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when it doesn't even exist.

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hence the error

odd lava
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am not trying to go to index 3

frosty heron
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That's not what the computer say

tulip yoke
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kjfnbajkfa

frosty heron
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you are infact trying to acess index that is out of the bound of your array

waxen mason
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If the array has 3 elements, then the Index is from 0 to 2.
Somewhere you are accessing the arrays, but you have to subtract -1 in the index

frosty heron
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you also tries to acess index -1, which will return error. Again out of bound. 3 Elements in an array will ahve index of 0, 1 ,2

odd lava
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am trying to make a inventory system, were if the slot your holding exceeds the arrays amount it goes to 0

crude timber
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Hi ! How can I have an array of the spawned instances ? I'm not sure what node I need. I'd like to have them referenced in an Array so I can pick a random one for example

frosty heron
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Remember that array starts with 0

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not 1

tulip yoke
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why is the inventory a string array am i crazy

frosty heron
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So Array with 3 elements is 0, 1 , 2

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This probably should be Length - 1

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that will be your Last Index

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alternatively instead getting the length, you can just pull LastIndex

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it's effectively the same thing

odd lava
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ok thank you

frosty heron
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the entire code looks like a curse btw, I will be suprised if it work at all.

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you probably want to avoid while loop as well unless you know what you are doing

odd lava
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Still getting errors

frosty heron
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yea just read the code. This will be the part where you will get accesses none

odd lava
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?

reef portal
# crude timber Hi ! How can I have an array of the spawned instances ? I'm not sure what node I...

Hope that helps you out Remy.
Tree Beech is an instance static mesh.
just pick what index you want if you want a random index.
If you really need an array just add them from the loop. But given you can access them by the way shown in the pic is there any point?
You could use the loop to separate them into different arrays based on their z value, scale and so on.
The instance variable "Tree Beech" kind of acts as a container for all instances of that mesh. So its kind of an array already. If that makes sense.

frosty heron
# odd lava ?

"Selecting" number is higher than last Index, hence the error

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you cannot access Index[3] it does not exist

odd lava
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ok

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so what should i do?

frosty heron
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don't access out of bound index

odd lava
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and how do i do that?

frosty heron
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by not doing it?

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if you have index 0 , 1 , 2 , 3 . Only access 0 - 3. Not less than 0 not Greater than 3

odd lava
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ok

frosty heron
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You sorta have to read your code and understand them. If not, well not gonna get things to work. Imo, forget your cousin and pick up some documentation or even videos about array and variables.

odd lava
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is there a way that the player can skip a index, if there is nothing in the index the selecting var skips that index?

mint blade
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hello guys

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good morning

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i need a little help

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my FPS character sprint when in crouch mode, and i dont want that, could you help me plz a little, thanks.

surreal peak
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Check if you are Crouching and thus don't Sprint?

mint blade
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1 sec, i will share my blueprint

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my character croush perfectly and enter in silence mode, but the moment i press left shift to sprint, he run...

surreal peak
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You need to save if you are Crouching or not with a boolean.

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And then use that Boolean where your Sprint is located and only allow sprinting if not Crouching.

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You probably also want to call something like StopSprinting when you start Crouching.

mint blade
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i try different booleans but could not make it works

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have you 5 mins to help me with it please_

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?

surreal peak
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I am helping you with it

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This is very simple and I already told you what you need to do

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it doesn't get simpler than this

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Make a boolean bIsCrouching. Set it to True or False depending on if you are Crouching or not.
Check if Crouching is True or False when you try to Sprint.

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That's all there is

mint blade
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i try now

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thanks 🙂

limber parcel
mint blade
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lol, no

surreal peak
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It's 3PM in Germany. Doesn't really count as Morning anymore.

limber parcel
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just wondering, because you are applying german grammatics to english xD

mint blade
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lol

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i speak spanish, both languages are similiar in structures (more or less)

limber parcel
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true

broken badge
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I'm experiencing some weirdness with a widget that seems to destroy itself or stop ticking for some reason, any help would be amazing ❤️

https://forums.unrealengine.com/t/widget-destroys-itself-during-character-animation/1871495

plucky ice
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Hi guys, general question about structs / data tables. I understand their use case for me to feed information into the game engine, but I am wanting to use one to store a bunch of information about each trial as it happens and then export that data table to a .CSV for manipulation and analysis in Matlab or R subsequently. I know to export it I need to write a C++ function and that's fine.

My question is more generally, is this the best way to do it? I can't seem to find a lot of default functions in UnrealEngine that relate to writing information to the data table within the game. As an example here, I have a struct set up according to the image and a matching data table. For instance, when the stars spawn in the level (based on an array of vectors), I want to store that array of vectors in the entry in the data table corresponding to star spawn locations at the row corresponding to this particular "trial" or loading of the level. Is this the right way of thinking about it, or am I totally off? I was imagining that I could just drag off in my section of the code where the stars spawn and say something like "set this particular struct / column in this data table equal to this variable I have here in this blueprint" but that doesn't seem to be how it works. Thank you! My dream would be to have a data table where each row is a particular trial and each row has all of this information for each trial, and then just export that entire data table and have the whole experiment dataset as one .CSV file.

plucky ice
# surreal peak DataTables are readonly

So for this particular usecase, what would be better? Should I create a SaveGame class that holds all of these values? Like I said, my ultimate goal is to export a .CSV file that has all of the values for the relevant variables for every trial organized where each trial (loading of the level) is a single row.

untold ivy
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I retargeted ABP_Quinn as I wanted a female character, but this result on it being a child of ABP_Manny. Is there an easy solution to turn it into its own full ABP?

lofty rapids
surreal peak
plucky ice
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@lofty rapids @surreal peak I’m not too worried about making it a .CSV at the moment, just figuring out how to store the data to get it out later. I have a struct that has all of those entries, is that accessible within every blueprint in the level? I’m just trying to understand how to organize the hierarchy of data.

lofty rapids
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you can stick it in the game instance or something, so you can access it from anywhere and it persists

plucky ice
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So for something that's happening within my GameMode blueprint, I have to do this? This seems extremely unwieldy:

marble tusk
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That is not how you use set members in struct, but also it looks like you don't even need it for what you're doing

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You can go into the details panel with the break struct node selected and only show the pins you need

plucky ice
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I'm basically trying to aggregate a bunch of different parameters that are getting input or created in a bunch of different blueprints into one data storage "thing" that I can then export to .CSV later. I'm totally open to whatever is the simplest implementation to be able to do that.

lofty rapids
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i feel like an array of structs is similar to a csv structure

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where you can just map the stuff to specific elements in the csv

plucky ice
# lofty rapids i feel like an array of structs is similar to a csv structure

Why an array of structs instead of just one struct that has all of the different types of information in it first like what I'm showing? Sorry for all of the questions, this is totally new to me and I don't think exporting experimental parameters to .CSV from Unreal is a super well-documented activity at least not that I could find. It's also confusing me because all of these different parameters are getting created in different blueprints throughout the course of the "level" so I want basically to be able to say "okay after you did this thing, update this value in the big data (tm) thing to be the value you just used to do this thing"

wraith loom
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How do I find these kinds of parent nodes?

lofty rapids
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so in a way the structure matches

frosty heron
lofty rapids
plucky ice
grave otter
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Hey there, Can someone help me fixing collision issues?

lofty rapids
lofty rapids
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are you using some sort of plugin for csv if there is one, or are you creating this file on your own ?

lavish veldt
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Hello everyone! I am trying to make an inventory system similar to the one in Hunt Showdown, which is basically just a hotbar with no more than 10 slots, and I am trying to understand what the best practice for that is. Specially when the player is spawned into the map. Should I spawn the items as I need them in x slot? Should they all be attached to the character and just make them visible when I need them? Is there another way?

grave otter
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I have placed an savepoint-actor which has a sphere collision but then i hit the savepoint-actor with my melee weapon, the sphereTrace from the weapon detects that it hit savepoint-actor and also the component but the collision event on the on the savepoint-actor isn't getting triggered

lofty rapids
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are you trying to fire a collision from a trace ?

grave otter
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I want to hit the sphere using (melee)weapon

grave otter
lofty rapids
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i'm pretty sure traces don't fire off collision

grave otter
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the other option i have is to find which actor is being hit and make a custom event in that actor and call it from "Actor Hit" from hit result

frosty heron
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yes, or comp/interface

lofty rapids
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you could make an interact function in a interface, then have that thing implement the interface

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then when you hit it with the trace fire off that function

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but you could just have an event

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try to cast to it when you hit it, and fire off the event

minor mortar
# lavish veldt Hello everyone! I am trying to make an inventory system similar to the one in Hu...

I don't know enough to really answer, but I'd like to know what you come up with. That's sort of an interesting problem.

My initial thought is that the character themselves has a couple of specified slots that determine they can hold something. Each of these slots is defined by an enum because they are mutually exclusive and constant. For the two weapon slots, they are the same type but would hold a maximum of three 'weight' points each. Small weapons are identified as 1 point, medium 2, large 3. The item slots are a different enum that covers all the potential items, and each one is mutually exclusive from each other so you can't hold more than one of the same type. For the spawning in portion, you just pull the enum for each slot and double check the logic to make sure that there's no problems downstream. Not really sure what the next step might be though.

grave otter
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@lofty rapids

I did this and it works

lofty rapids
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makes sense looks like your using collision here instead of the trace

lavish veldt
wise ravine
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Anybody here have experience in packaging?

trim matrix
wise ravine
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I've had packaging issues on every game except my first 💀

trim matrix
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how are you packaging

wise ravine
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How?

trim matrix
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what button do you click

wise ravine
grave otter
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open it with notepad and see if it something like this

wise ravine
zinc spear
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using the gravity direction added in ue5.4, anyone know how i could make it where its always pointed towards the floor the character is walking on?

pine trellis
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how can I copy a macro to another blueprint

scenic ember
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Hello, I'm trying to use the paragon assets to learn UE5 but for some reason this blueprint keeps giving me error on compile. Can anyone tell me what this does and how to possibly fix it?

daring merlin
scenic ember
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Or should I also remove them all?

daring merlin
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sadly I don't have UE to send a screenshot atm, but notice how your project settings->input has missing inputs for the legacy input system, that should be the reason for the warnings

daring merlin
# scenic ember Is it this one?

on the top, exactly c: I believe there was a way to export/import them instead of having to readd them manually. But using the new system is also something you can/should consider c:

scenic ember
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if you dont mind, can you tell me how exactly can I do that?

daring merlin
scenic ember
zinc spear
# zinc spear this works, the camera kinda awkard tho, not sure how i can fix that https://str...

incase anyone has a similar issue, the fix was removing any offset in my spring arm and instead manually moving it to whatever offset i wanted, it now works properly, but is a bit jittery for some reason https://streamable.com/jzzjuh

Watch "unknown_replay_2024.05.25-12.14-00.00.06.538-00.00.24.066" on Streamable.

▶ Play video
zinc spear
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appreciate it 🙏

visual crest
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I need some help with taking a screen shot for my Save Icon. First I need to know how to get my follow camera to plug into the hi ress screen shot node and then how to get that screenshot back as a 2d texture.

lunar sleet
tropic bison
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Hi, could someone give me some insight? Made blendspace animation for my character, everything works wonderfully, however due to the type of game i'm making I am technically rotating spring arm and not whole character for camera, which causes my animations to permanently be world rotation stats instead of constantly updated. Not sure if it's possible to get spring arm component into the animation blueprint to use it as reference for relative rotation. I hope that makes sense.

lunar sleet
visual crest
odd berry
lunar sleet
visual crest
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but is there a better way?

#

seems kinda dumb to spawn a camera when I have one already

visual crest
#

Do I have to pipe file directory or just name like this?

lunar sleet
#

that is also an option apparently

#

not sure if you can actually convert this type of screenshot to a 2d texture dynamically, without using cpp tho

visual crest
#

0o

#

so what does that do?

lunar sleet
#

same thing, takes a high res screenshot using console command

visual crest
#

ah

#

dose it have the .png on the end?

#

It worked!!

#

I might want to duble the ress though

lofty rapids
#

thats a good idea a ss of the save point ?

visual crest
#

yea

#

I save meta data of my save data so I load meta data for time and pic

#

okay I just found out you have to import the texture as 2d on the load menu because you cant actually save it as a 2d texture.

bitter raven
#

hello, where I can change icons for window bar area?

faint rune
teal vapor
#

Watch unknown_replay_2024.05.25-11.45-00...

analog wigeon
#

Anyone know of where to look for making custom thumbnails for blueprints that aren't based on a viewport/scene component?

E.g., given a blueprint for a Gameplay Effect in GAS, it would be nice if I could have its thumbnail in the content browser be the same as one of its texture data fields.

teal vapor
#

Is there a proper way to ensure a level is fully loaded before rendering a level start begins? Right now for a brief half second I get the sky popping in before the rest and it looks glitchy when starting a level. I turned off the sun directional light and the skylight in the beginning of the level BP and then turn it back on after a brief delay, but I don't want to do that for every level. 😢

odd berry
#

How can I add some randomness despite all of the information coming from the same source?

#

The above works, bit the result looks super jittery (its an audio visualiser)

lunar sleet
teal vapor
dim agate
#

I have two different blueprint interfaces. The first one (implemented on a game instance) works as it should but the second (implemented on a static mesh actor) won't allow its function to be drag and dropped directly in to the event graph, telling me "This function is not marked as blueprint callable". Why would this be?

lofty rapids
wraith loom
#

Can I have a child inherit from multiple parents at the same time? Or do actors only have one parent class

lofty rapids
#

I believe it's one parent

hollow bane
#

i have a material function on material instance. its activates autoplay back for vertex animations. i want to trigger this function from a blueprint. how would i accomplish this?

cerulean igloo
#

How can I understand why my AI MoveTo Fails (gets printed aborted). It has the right Target Actor just can't make it

odd berry
# lofty rapids

This is what I was thinking as well (f interps) but what I've noticed is that it kinda takes away the randomness (at least visually) because music reacts too fast for interps to catch up

#

ive found that random small delays work the best but it looks a bit laggy

lofty rapids
#

maybe do a const

#

and make it fast

#

interp const

odd berry
#

I think I am starting to like the jittery look

#

kinda looks like a subwoofer

lofty rapids
#

whatever works

cerulean igloo
silver garden
#

I need to call Async Load Class Asset in a function I have, but I can't access it there, I can only access it on the Event Graph?
Is there a work around for this?

stone field
silver garden
#

Can you be more explicit with your answer?
Why is it no possible?
How can I do this stuff from the function? Like, is there a way to call something in the event graph and return me the loaded asset?

lofty rapids
#

you need the value in the function ?

#

make the whole thing an event

#

do you need a return value ?

stone field
lofty rapids
#

since function can't do that stuff i always just make whatever i need as an event

worthy jasper
stone field
#

We have an AsyncLoader system that does everything in one go when we start up a Level. But if you need them on the fly, then you have to establish who wants things, who needs to know about it when it's ready, etc, basically like ShinyKey just said - that's a valid option

#

Background : Functions are synchronous and are required to finish in one pass, and return stuff if needed. A function blocks all other operations. It may seem annoying at first when you hit the limitation but so it goes : )

silver garden
#

I see. Thank you guys, I'll have a more "in depth" thought about this, and decide how to proceed.

neon hound
#

is blueprint still capable of doing the things C++ can do or does it have more limitations? sorry if dumb question, im new to unreal engine

dawn gazelle
# neon hound is blueprint still capable of doing the things C++ can do or does it have more l...

Blueprint is essentially an extension of C++. You only see things in blueprint because the underlying C++ has exposed it to blueprints and then you can have blueprints based on other blueprints. Unfortunately this also means there is much that isn't exposed to blueprints, and that you can't do everything you can do in C++ in blueprints directly out of the box. That's not to say you couldn't expose everything that is done in C++ to blueprints, but it's not all done for you.

neon hound
#

k thanks

maiden wadi
# dim agate I have two different blueprint interfaces. The first one (implemented on a game ...

I think the more appropriate question here is why do you have an interface applied to the game instance? This question borders on applying interfaces for the sake of avoiding casting? If that is your intention you need to not do this. Interfaces are one of the last means of communication you should consider once you have exhausted all other means because you don't have a choice but to not use inheritance, or composition, a delegate, or some form of physics query/interaction

marble agate
#

Does anyone have any idea why default settings set in a parent actor aren't saving?? Upon restarting the engine all the values get set back to 0. Its so weird because other actors and such definitely do save.

maiden wadi
marble agate
#

Its good no worries! I was out all day afterwards anyways, just got back. No there are no construction scrips involved.

maiden wadi
#

Are they in a struct or loose properties with a category?

marble agate
#

Those ones are not, they are just in a different category.

#

Values save in my player character bp, but this basic actor just doesn't... save anything

maiden wadi
#

Neat. Never seen this before. O.o

#

Do default actor properties save?

marble agate
#

I'm also like... noticing that when i compile the base actor, it causes one of the ENEMY actors, to become unsaved???

spring osprey
#

hi guys, can someone tell me why this isn't working?

marble agate
maiden wadi
#

Yeah. Curious if it's just this class's properties, or any properties this class is using.

marble agate
#

yeah let me check

#

Nope these saved

#

So its the custom variables or something

maiden wadi
#

Why don't your other loose properties not show up there?

marble agate
#

The other loose ones that aren't under the user defined tab are in the default tab

#

thats the whole class defaults

#

well like, all the ones that i made.

maiden wadi
#

Those don't save either?

marble agate
#

they dont

maiden wadi
#

BP Enum?

#

The attack types I mean

marble agate
#

They are a uhh, custom enumeration.

#

is there a new sort of enumeration for bps?

maiden wadi
#

Is that newish? Semi curious if you delete all of those properties from the class, if it'll save.

marble agate
#

like all the variables?

maiden wadi
#

The enums mostly. Make the class not reference that enum at all.

marble agate
#

Okay

#

i'll try that

maiden wadi
#

Going on vague hunches. 🤷‍♂️ Cause either something random and weird like this is happening or you have some crazy version of BP corruption.

#

Make sure you check the enum's referencers after saving the BP. Make sure it's removed entirely.

maiden wadi
marble agate
#

nope, still not saving.

#

completely removed

lofty rapids
maiden wadi
# marble agate nope, still not saving.

Huh. I'm out of ideas. 🤷‍♂️ I would be shocked if you made a new Actor BP with a slightly different name, copied the code and set the properties back up, if it didn't save fine.

marble agate
#

I will give that a go. i guess if nothing else i'll just wait and see if i get anything back from a report, this feels unintentional.

#

preciate the assistance

#

completely blank new bp actor with different name saves 🙃

#

I wonder if it has anything to do with making a child bp?

#

Nope????? even made a child of it and that one saved

maiden wadi
#

It's hard to say. Clearly it has the right class for serialization as it's loading in Actor level properties fine. But the BP level properties are somehow skipped. It's hard to say without some heavy debugging to find out whether it's failing to save, or failing to load from serialization. And depending on which, why it's failing only on that class's properties.

I mean I'd bet that if you made a parent class and put a property in it, that would save in the one that is failing if you reparented it. Not sure if that would do anything to the class that is failing to save or not.

pine pulsar
#

have you tried using validate asset on the actor

#

or reset localization ID

marble agate
#

Validate asset states it contains valid data.

#

as for localization no, i will do that now

#

doing that has now caused my project to crash on startup.

#

its a freaking actor bp.

maiden wadi
#

Yeeeeah.. about time for the bombs and fire.

marble agate
#

this is the second time ive remade this from scratch

#

im boutta go back to 4 i swear

#

i love these new features but my god

#

no plugins, nothing extra.

maiden wadi
#

I'm not sure if 4 would change anything here. Not much has changed with object serialization in quite a while.

marble agate
#

That MAY have fixed it? project launched now.

#

i want off this rollercoaster

#

it didnt 🫠
just gonna remake the bps

pine pulsar
#

i had an issue a while ago where it an actor kept removing an actor component randomly and i wanted to rip my hair out, still dont know if thats what fixed it but it was the last attempt when it seemed to stop happening

maiden wadi
marble agate
#

Absolutely

maiden wadi
#

Pretty sure it won't break for me, because I'm 99% sure it's a naming or redirector issue. But if it does I wanna know why.

marble agate
#

Sending rn

marble agate
#

Thanks for the input

molten yew
#

I'm trying to have a system where the player is bounded by a texture (a mask). I have a line trace to check the color then divided it by 255 and multiply that to the speed of the character. However, this eventually leads to the player completely stopping at the edge. So my question is what's the best way to keep the player bounded by the texture mask while allowing them to still move around (basically as if there was a collision box where it is black, so they glide off if they try to step out of bounds)?

spring osprey
spring osprey
spark steppe
#

tho that might not always work perfectly... especially if you move them too far... maybe get an idea of the center of the mask and push them towards that

lofty rapids
#

the interact event

spring osprey
#

nope

#

but it used to work

lofty rapids
#

where are you calling it ?

spring osprey
lofty rapids
#

ya, you need to actually run it at somepoint

#

it's not running if the print string string doesn't show up atleast thats what i think

#

single or multiplayer ?

spring osprey
#

single

lofty rapids
#

so you should be running the event somewhere

#

in order for it to work

#

it says interface, are you using an interface ?

#

but i thought they were functions in an interface

spring osprey
lofty rapids
#

interesting

molten yew
spring osprey
wide summit
#

anyone able to call and help me with blueprint casting errors? I'm trying to cast to a component but it keeps failing.

visual crest
#

can some give me a tut or tell me exactly how move a widget to under my mouse? Cause I have been fiddling with this for over an hour and this is as closest I have gotten... lol

visual crest
#

grr... lol

faint violet
#

I'm trying to get rotational movement like the gold pickup in timewasters. What function can do this?

faint violet
#

wait nvm. can take the player to gold unit direction, and 2dInterp to opposite player velocity unit direction. then end and set to homing projectile

Edit: be sure to update current

unreal violet
#

Anyone willing to take $50 to convert a Geometry Script Blueprint to C++?

topaz condor
#

hey guys, been working on this thing for hours and i cant seem to get it to work even though from everything ive looked up it should work. so i have a interact interface blueprint so that when you look at an object it brings up a little circle crosshair on the screen. it works with doors and other blueprints but not with data assets. my inventory system is using data assets and i cant seem to get the interact interface to work.

#

this is my interact dot

#

and i usually add it here on the left to any object i need to interact with but it doesnt work for my inventory data assets

dawn gazelle
topaz condor
#

for instance i have a shotgun thats a data asset and i can pick it up in game

dawn gazelle
#

You'd add it to the object that actually spawns and exists in the world.

frozen pilot
#

if the data asset structure is chosen for each item and placed in the world, would you place the interactable part on the data asset or add it to the object at runtime?

topaz condor
#

so its kind of setup like this

dawn gazelle
#

The spawnable object should already be implementing the interface.
You give the spawnable object the data asset to use.
The spawnable object can utilize the data asset as it needs (display meshes, return names, etc.)
You'd implement the interface on the spawnable object to also do whatever you need it to do, including reading data from the Data Asset if it needs to.

frozen pilot
#

by spawnable object are you saying a bp object?

dawn gazelle
#

An Actor.

frozen pilot
#

what if we can't change it from data assets to blueprint actors yet

#

can we not implement the interactable object type?

dawn gazelle
#

This is an actor.

#

You probably feed it a data asset.

#

That actor should be implementing the interface.

#

The implemented interface can also read from the data asset (if it needs to!)

frozen pilot
#

oh

topaz condor
#

its on A_item and still nothing

dawn gazelle
#

How did you implement that interface on that actor?

#

Likie, what logic is being used here to determine whether something should be allowed to be interacted with? Just if it implements the interface?

karmic palm
#

Hello! I am assuming this is the right place to ask a question about this.

I have built a system of picking up objects and throwing them. I am having a problem where the player can pick up objects, FLICK their mouse really fast and then let go of the object and have it go like 1000 feet away. I

want to stop this. I am getting the object's LAST location when it is dropped, and then TELEPORTING it to that location to stop this.

My problem: This "works" but the object MAINTAINS it's MOMENTUM after the teleport, and still continues to fly away really fast. How can I stop an actor's/object's momentum?

#

@nocturne oasis

lunar sleet
karmic palm
#

My system involves hitting an "actor" that acts as an object, so Im basically scanning with a line trace by channel for an actor that has a specific tag that lets it be picked up.

#

"Last hit pickupable object" is the most recent actor the line trace has hit.

lunar sleet
#

And that object has simulate physics enabled ?

karmic palm
#

Yes.

lunar sleet
#

Have you tried turning it off and see if that stops it ?

#

Dynamically, I mean

karmic palm
#

Sorry if this is stupid but I'm a bit new. What do you mean dynamically? If I untick "simul. physics" on the object they dont do anything/cant be picked up

topaz condor
nocturne oasis
#

maybe get the time it takes for you yaw/pitch to go from 0 facing forward to when you let go and at what value on the axis

#

but yea i see how you would think it would be easier

karmic palm
#

Thats the only solution I can think of anymore. Is somehow using math to apply a force to the object to make it instantly stop, but I was hoping there was simpler code for that. I'm not sure why I cant just tell the object to stop simulating physics for 1 tick to stop it 😦

nocturne oasis
#

if you set the object as movable and have live physics on the attached component though its possible the engine is still doing calculations

#

only time i ever did that was hanging tentacles though...

karmic palm
#

I got it! Weirdly I guess I had to pull the "Component hit" off the line trace which allowed me to "Set simulate physics" off for a split second. I guess because I pulled off the "Actor hit" it isn't possible to set physics off for the actor.

nocturne oasis
#

easy

karmic palm
#

Thank you guys. Typing out the problem helps sometimes lol

graceful sage
topaz condor
#

this is the only thing in my interactInterface

graceful sage
#

Yup and what happens when you click that event in your actor?

graceful sage
topaz condor
#

it just adds it to the blueprint

#

or are you talking about in game?

graceful sage
#

Well that's what you want right

#

What is your issue

#

What are you trying to do

topaz condor
#

so i have another blueprint that i have it set on and whenever i look at it, a dot appears on my screen and fades away when i look away from it

#

but on the items it does not

graceful sage
#

I assume this is something you didn't setup yourself

topaz condor
#

the interact dot, no

#

was off a tutorial

graceful sage
#

I would say you just do the logic that's on the door or wherever that logic is happening and apply to the item

topaz condor
#

yea i used the same setup for the door as the item it doesnt work though. difference is the item is a data asset using an actor name A_items which i implemented the interactinterface but nothing. im wondering if it just doesnt work on data assets

graceful sage
#

Can you show the code to achieve this you showed me code to open door

topaz condor
#

so this is the code for the interact dot which is linked to the interactinterface, all i do is implement the interface on each object in my game. works for all except the items which are data assets

graceful sage
#

When does it get constructed?

topaz condor
#

using this guys logic for my items

graceful sage
#

Just show the code where it gets created I just need to know how you're detecting when you create widget

topaz condor
#

well all there is the interactDot which i showed you, the InteractInterface which just has a blank function on it, and then i add that interactInterface onto any blueprint

#

like all i do is in the class settings of a blueprint i click implement interface and add the interactInterface

graceful sage
#

I see no where that widget is created

topaz condor
#

probably talking about this im assuming?

#

its in my bp_thirdperson

graceful sage
#

Enable the debug on the trace and see if the trace hits the item

topaz condor
#

yea it looks straight at it

graceful sage
#

That's not what asked

#

Does detect a hit

topaz condor
#

the trace does hit the item

dawn gazelle
#

The issue is with your trace. You likely have nothing on the A_Item that responds to the visibility channel or don't have queries enabled.

#

Use some breakpoints and see.

graceful sage
#

You could also print the hit actor and see or breakpoint would be even better

topaz condor
graceful sage
#

Click your static mesh component and check collision settings visible should be set to block by default but check it

#

Your sphere collision could be blocking too

frosty heron
#

you never do anything for the Interact event

topaz condor
#

THANK U!

#

was driving me nuts lol

graceful sage
#

I figured that was it when I saw there was a sphere collision

topaz condor
topaz condor
lunar sleet
#

And yeah it needs to be done on the component, hence why actor directly won’t work

next hollow
#

Is there special needs for this node (image)?
Its returning false, or just an empty array.

odd berry
#

silly question, what are these called in the search bar ?

#

retarget ?

tropic bison
#

How would I go about making a check timer so that if I dont attack for 3 seconds, the boolean changes?

dreamy yacht
#

Hi. Has anyone had this issue ? I wanted to create a simple barrel mesh floating on built in engine water. When I pick the sample buoyancy blueprint cube and place it anywhere in world ( doesnt matter if its in water or in air ) the sample buoyancy cube goes bonkers and rotates in random direction fast as hell, so I cannot even see it

#

Only thing I can see is a rotating gizmo

#

UE 4.27.2

dreamy yacht
tropic bison
#

Hmm I don't get it. The only way I imagine doing with Delay makes it so that it repeats the condition, not sure about how to make that delay a check instead of a simple timer.

young meteor
lunar sleet
tropic bison
#

I have an attack sequence, the goal is to make it so that if no attacks have been done for more than 3 seconds, it changes to a different blendspace. The blendspace and everything works, just need to figure out how to check the timer.

young meteor
tropic bison
#

I thought so aswell, but couldnt figure out how to plug in the event node 😄

young meteor
#

You create an event that simply sets your bool to not true.
If you call that event again the time will be reset.

lunar sleet
#

Red square to red square that is

tropic bison
#

I think I understand now. Thanks for the help cat_thumbs_up

young meteor
#

I want to add some camera shake to my game when something explodes etc.

How do I control How MUCH the camera shakes on the fly?
Right now I only see the option to add many different camera shake BP's and change the settings before runtime?

lunar sleet
#

Is it something you spawn ?

young meteor
#

Only know how to do it with "Play World Camera Shake" at this point

lunar sleet
#

Ah I c it’s a shake asset

young meteor
#

Right

lunar sleet
#

So make multiple assets maybe ?

#

And play the one you want

young meteor
#

Right, that is what I'm saying I see as the only option.
Guess that will have to work.

Would have liked to increase shake if it is a critical hit for example. And decrease it if I just played another shake etc.

#

So I will need to just make 10 different assets and implement logic for which one to choose I guess.

young meteor
tribal gazelle
#

How can I switch from playing one 2D sound to another, and disabling the first before playing the next?

outer quail
#

what do I need to use to make it, if RPM <= 50, it will subtract 5, how do I connect it?

lunar sleet
#

You need to subtract from itself

#

So get current value and set to same -5

light garnet
#

Does anyone know about PSO Precache ?

outer quail
lunar sleet
light garnet
#

I don't know where I should ask this question

lunar sleet
#

It was probably fine in general, but I’d prly ask better questions than “does anyone know about ?”

#

Google can answer that kind of question usually

trim matrix
#

I am having trouble with a spline blueprint. The cars use the spline and get location at the nearest input key, then they look ahead along the spline to smooth out their turning. They drive really well on a typical track design, but I now have to make a track that doubles back on istelf where the spline in one direction is very close to itself in the opposite direction. When the cars take the turn they swing wide and then become closer to the spline in the opposite direction. Any ideas how I can account for this in my script for the nearest input key location?

Photo1 you can see the intended directions.

Photo2 you can see when the car swung out from that turn it began getting location of that opposite side.

light garnet
lunar sleet
# light garnet I tried very limited documentation and answers about this...

Unreal Engine titles have faced stutter issues on PC with DirectX 12. These hitches primarily stem from inefficient handling of Pipeline State Objects (PSOs), which preconfigure GPU states but suffer from on-demand compilation delays. Unreal Engine 5.1 introduced PSO Precaching to preemptively compile PSOs, but issues persist with partial covera...

#

first result 😑

light garnet
#

It's for pc

#

I need information for mobile

lunar sleet
#

Try #mobile then ? It’s important to add context to your questions

light garnet
#

Thanks

plucky valve
#

Good Morning, I am hoping someone here might be able to help me with this particular problem. I have ball that is a physics actor in a pawn class. I trying to get the ball to roll like a wheel around a single local axis.. However, I am really struggling with this cuz despite using Physics Constraints, I run into the problem where it only locks rotation based on world axis, not local. Trying to make something similar to the Morph Ball in Metroid Prime. Does anyone here know how to tackle this?
Thank you

undone sequoia
#

guys can I ask why I cant print any velocity 😄 ? I need count it by myself because this giving me always 0 0 0

hearty sand
#

you probably need to get the velocity through the Character Movement Controller

undone sequoia
hearty sand
#

how are you moving the pawn? just manually through blueprints? Actors GetVelocity function just returns the velocity of its RootComponent, which in your case is a SkeletalMeshComponent, which only sets its velocity when its in simulate physics mode

undone sequoia
#

i have own gravity etc

lavish veldt
#

Hello everyone! What would be the advantages of using Data Assets or Data Tables VS Just having the variables inside the actors? For multiple weapons for example?

reef portal
lavish veldt
reef portal
#

Im not 100% sure how it would effect performance, I think it is more for ease of use and just keeps things tidy. You can also rapidly edit things from a single data table opposed to opening up all your weapons and doing in that way.
If you wanted to change all swords damage later through dev do you want to open up every weapon or just edit a single data table.
Data tables can also hold a mesh, texture 2d etc so their uses are varied.

tropic bison
#

Does anyone know where I can find information on how to set up movement speed based on character direction?

reef portal
undone sequoia
#

guys should not be delta seconds +- same every frame ? if i use this to calculate something in game for example also velocity or anything else its getting a little bit weird because I can get results number where i have big differences for example flying straight and getting 5 6 7 8 5 9 10 11 8 12 when I need get 5 6 7 8 9 10 11 12 13

tropic bison
plush zodiac
#

man, i wish blueprints could use templates like c++

dim agate
# maiden wadi I think the more appropriate question here is why do you have an interface appli...

It's from some save system tutorial I followed that's being replaced by a proper C++ one rn so not too concerned about that, though this is the first time I've seen someone discourage the use of interfaces over other methods so I'll make note of that. I'm just wondering why I get this message when it's worked before, I can't see anything different that would make it "not callable" while others are.

maiden wadi
dim agate
maiden wadi
#

And I'm largely a UI Engineer. So I hate interfaces. 😄 Cause I have to go fix other people's code when it doesn't work to prove it's not "UI errors". And tracing shit through in interfaces in some projects is about as fun as licking sandpaper.

#

The one not working

dim agate
#

Purely BP.

maiden wadi
#

That's odd. 😦

dim agate
#

It also lead to my first ever UE editor crash and then my second one when I tried to remove its implementation from another BP.

#

Very cursed.

blissful moat
#

For some reason I can't access the sockets that child actors have been attached to. I have an array of child actors but when I use "Get attach parent socket name", it just returns none

#

("idle" is from something else, ignore those)

thin panther
# lavish veldt Oh, I see. Thank you!

Data tables also have their own issues. While data tables can be good for bulk data, they shouldn't hold hard references to any assets.

Data assets have their own benefits, and have replaced all data table usage for me. I don't have to deal with a data tables pitfalls, and I can even make functions and stuff on a data asset. Using primary data assets also gives discover ability with the asset manager.

halcyon flower
#

Hello everyone, I am trying to make my own top down movement for a helicopter and I have it working so I add an acceleration in the direction I want to travel in however I want this to be analog so that I can go at half speed or any speed in-between if a gamepad is being used. I want this to feel floaty when changing directions but I still want it to accelerate at a constant rate in the input direction. I have tried using vinterp and making it so it accelerates in the input direction but decelerates in every other direction however all of these methods result in the helicopter slowing down when moving diagonally, I want it to keep its momentum throughout the turn. Can anyone help me with this please?

#

PS TS is the top speed the helicopter can go and I set the actor location to actor location + velocity to create the movement.

maiden wadi
maiden wadi
#

And you got the actor from those and put them into an array?

blissful moat
#

yes, they seem to work correct

#

it's getting the correct weapons

maiden wadi
#

Right. But this is because the actor is attached to it's component.

#

You need to check what the component is attached to most likely to get the socket.

#

Not specifically for Characters, but usually EnableInput works on any actor for locally enabling input.

#

I'm not sure what you're trying to do here? What kind of system is this for?

cerulean igloo
#

In the most general sense, what are people's favorite and top notch tutorials for UE5? Both beginners and intermediate, not too advanced though.

maiden wadi
#

It's more common to unpossess the primary character and attach it to the horse, and then possess the horse. Much easier to manage. Unmounting simply reverses that by unpossessing the horse and repossessing the primary character.

blissful moat
dim agate
# cerulean igloo In the most general sense, what are people's favorite and top notch tutorials fo...

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

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cerulean igloo
#

Thanks!

young meteor
#

Hey folks

Is this node not how I would change the color of a Text widget?

#

Thought it would be the same as setting it directly under Apperance?

maiden wadi
young meteor
maiden wadi
#

Yeah

young meteor
#

Hmm, not working yet sadly. Will double check the rest of my code.

maiden wadi
# young meteor Ah, this bottom one?

The above one here simply sets this on the UWidget. UWidgets are nothing but UObjects that house state and maintain a slate widget. Slate is the real visual and the bottom node also affects the slate for this UWidget.

young meteor
#

Thank you.

#

Was overriding color in an animation. Works now. 🙏

untold ivy
#

I want to make a score system that increase whenever the player is standing in a particular area.
Is there something like "on tic" but rather "On 1 sec"? I don't want score to increase every tic.

lofty rapids
#

a timer

#

set timer by

untold ivy
#

I'll look up timers.

heavy hemlock
#

Or you can set a time value when you enter, and on tick check how long it's been.

untold ivy
#

Also Is it possible to setup a list of key/value during runtime? and to get the highest value for example?
Basically I want a multitude of condition to impact how much score is earned each tic, to be the highest of the conditions. Example, being on the balcony is 3 point, but being on a chair is 4 point. So at that current time, the list would have both 3 and 4 point and take the maximum of 4. Score would increase by 4 every seconds.

heavy hemlock
#

Sure, you could have multiple objects register to a list, then when you update the score, you just call Max on the list and add that.

trim matrix
#

hey i downloaded the advanced locomotion system, and i wna add some of the movement from it to my main project, how would i migrate it over into my player blueprint without completely breaking it 💀

tired hollow
#

What am I doing wrong? I set up my input, and all my WASD keys go left and right

cerulean igloo
#

In PCG plugin, how do I connect get landscape data to input? PCG is not PCGing 🙂

remote rapids
#

hey i need help
i have a image that i want to animated
i did the animation in the timeline but when i press play nothing happend
why nothing happend and i want that to loop over and over again

outer quail
#

Hi, idk where this came from, but its not showing what its supposed to, it supposed to show the login page, then once login it should go into mainscene

lofty rapids
lofty rapids
outer quail
lofty rapids
#

if you set that to login, that should be the first level that loads

outer quail
#

change the game default map to login_level?

lofty rapids
#

ya give that a shot

outer quail
#

nothing happen still show the first image

#

do I have to restart after making changes?

lofty rapids
#

no it should just goto login map as the default map that loads

outer quail
#

if I disconnect this, it stop showing the unreal engine login screen

lofty rapids
#

or your signed out, whichever one is loading that map

remote rapids
#

i have another problem

#

when i click on the button i dont see the details panel
why? @lofty rapids

lofty rapids
#

maybe in the view menu

#

there is details ?

outer quail
remote rapids
lofty rapids
lofty rapids
#

you should be able to show the details window

remote rapids
#

if i click on windows
so details is on V

#

but i dont see him]\

outer quail
#

the listen for sign in changes is from a plugin

lofty rapids
#

window, details

remote rapids
#

i fixed that

#

i zoomed out

#

and that work good

#

i was able to see that

#

thunks all

lofty rapids
pine trellis
#

I cant copy and paste a macro over

#

how does it havbe outputs that atr not there

outer quail
#

it somehow show this widget when I set it to Login_level

lofty rapids
#

so it's definately firing that off for some reason

#

i imagine you create and add to viewport in one of the levels, most likely the one that you load on sign out

outer quail
#

only if I disconnect the event that is connected to login_level (sign out)

lofty rapids
#

right so thats your problem is firing off for some reason, it's signing out

outer quail
#

if I change the from login_level to something else (signed out event), it won't show the unreal engine widget menu

#

the problem right now is my would when login_level selected it would show the unreal engine widget menu

lofty rapids
#

that level most likely loads the widget similar to what you showed

#

i imagine in the level bp ?

outer quail
#

login_level (which I created)

outer quail
lofty rapids
#

login level loads the login stuff

#

and the level that is loading is loading the other stuff

outer quail
lofty rapids
#

right thats your login which works fine if you load that level

#

i'm talking about the level that loads on sign out

#

that one probably shows that widget

outer quail
#

this is it

#

i changed the name from login_level to login_scene

lofty rapids
#

again there is probably nothing you can do short of fixing that or using a bool as a flag

#

if that event is firing off and it's a plugin, your either triggering it or thats just default behavior

outer quail
lofty rapids
outer quail
#

yup

lofty rapids
#

or now login page

#

ok so that should be fine, but when it signs out it's not the correct page ?

outer quail
#

the login page is a widget bp called inside login level/login_scene

outer quail
lofty rapids
#

is your object reference setup correctly

#

i have only load level by name

#

but i imagine if the reference is not correct it may load something unintended

outer quail
#

got it working, changed this to bp_collaborative

lofty rapids
#

😎

outer quail
#

thanks for the help 👍

lofty rapids
#

those are whats inside a transform

trim matrix
#

what up gamers, I don't know how to make ui that does what I need it to. I have 4 spells that can be picked up, and when they are picked up you can swap between them, and it should swap the name of the spell in the bottom right according to what spell is equipped currently, this is what I have so far, and I know it's basically nothing but idek where to go from here tbh

trim matrix
# outer quail

an email? will that be sent to some kind of data base stored in a server? how is that possible in BP

tropic bison
# tropic bison Does anyone know where I can find information on how to set up movement speed ba...

Going back to this problem, i've tried multiple different things, nothing seems to solve my specific case. To give more context: Character always follows the mouse cursor on screen, rotating towards it. Camera control is whilst holding right click separately from the character by spring arm. It would be easy enough to accomplish faster walk based on direction if it was single data, however W is not always going forward, W only is a means to go up, so if the camera is facing up, and I want to go down, my front run button is S. Does anyone have any advice on how to achieve this? Or any links to similar posts and whatnot? Thanks in advance.
Edit: The only thing I can think of, though not sure if possible, is to make those changes in Animation Blueprint for Blendspaces, since it has the data of whether the character is moving forward or backwards?
Edit 2: Solved it, found a way through Animation Blueprints. If you run into same problem I can help.

worthy jasper
trim matrix
worthy jasper
outer quail
#

so I tried running the packaged project, after logging it, it just crashed

round spruce
#

i have a map of structs that contain arrays of actors iam removing actors from that array as seen in the screenshot but that arrray size is constant and not being decreased and iam removing the same item each time it starts again

somber elbow
#

even with switched off directional light i have some kind of light source

#

even a new sphere added to the scene behaves the same way.

trim matrix
#

https://youtu.be/h_Cr_azdsDE?list=PLQN3U_-lMANPmV9KZGwSp9RYWZDN5r74o hey i was following this tutorial and now everytime i press the input for vaulting the screen gets cut off?

Hey guys, in today's video I'm going to be showing you how to implement vaulting and climbing into your game. (Parkour). This is part 1 of a 2 part series. Check further down for credits.

Part 2: https://youtu.be/ox3osZiTOts

Parkour Animations: https://drive.google.com/drive/folders/1wnLAnQCy6SiwjIkyh5vijVdUuKi-tH8l?usp=sharing

Video Idea and...

▶ Play video
hallow garden
#

Hello guys
i hope y'all doing good
i tried to use the new input action ( hold and release ) to add impulse to an object depending on the time the player did hold the button , but when i connect my old working blueprint of adding the impulse to the trigger connection nothing is happening after holding .
i tried to test the trigger with print string but nothing happening also
( what i did is adding input action >>> adding it in the input mapping context and changing of course mapping and triggers ) but nothing is happening

is there anything i am doing wrong or is there a better way to get a value from a holding button ?
Thank you

lunar sleet
lunar sleet
cerulean igloo
#

Hey guys. I can't find static mesh buildings to use at all! Even this tutorial I'm following on PCG https://www.unrealengine.com/marketplace/en-US/product/medieval-kingdom is using $100+ worth of meshes. Where do you guys source free assets? Even if it's just for learning, but it seems it just lacks variety

Unreal Engine

Medieval Kingdom is a next-gen PBR 3D modular art package which contains hundreds of fully customizable models to create your own RPG or RTS Game with First Person or Top-Down View.

lunar sleet
#

not exactly blueprint related

cerulean igloo
#

sorry. will do

lofty rapids
#

i have found that 3d stuff is generally paid and a pain in the ass to get for free

lunar sleet
#

why would anyone give you their hard work for free

lofty rapids
#

it's definately hard work and makes sense

hallow garden
lunar sleet
hallow garden
#

i tried both (hold) on one shot for 2 sec
and (hold and release for 2 sec )

lunar sleet
hallow garden
lunar sleet
hallow garden
#

yes

lunar sleet
#

from your details panel

hallow garden
#

and it does work with old input on pressed any button

lofty rapids
#

when are you triggering can jump ?

lunar sleet
#

try elapsed seconds instead of triggered

lofty rapids
#

i see if can jump is true, then it will run once and get shut off

hallow garden
#

i tried both elapsed and triggered and tried to print also string directly from triggered just to check if it fires and nothing was printed

hallow garden
#

yes

lunar sleet
#

Show where you're adding mapping context @hallow garden

hallow garden
hallow garden
lunar sleet
lunar sleet
#

and if you didn't add the mapping context in your bp, that would explain it

somber elbow
lunar sleet
#

should look something like this @hallow garden , make sure you read the documentation on EIS if you haven't

hallow garden
hallow garden
# lunar sleet correct

i guess i am in the wrong channel also , i didn't notice im sorry
anyway im using a pawn ill try it
thank you

lunar sleet
#

let us know if it still doesn't work as intended

hallow garden
lunar sleet
hallow garden
#

sorry i didnt see your screenshot
i'll ty it first

somber elbow
untold ivy
#

Hello, I have a trigger volume that I want ot make use of. Is there a way to have a more explicit name than "trigger volume 2" in the event graph? It is after all renamed Volume_LadyStyle

lunar sleet
#

no idea what TriggerVolume2 is

#

did you make it yourself?

untold ivy
#

It's the old name of the trigger. It's the instance name vefore I renamed it.

lunar sleet
#

did you compile and save everything after renaming before opening that context menu?

untold ivy
#

Yep. I've actually re-opened the program afterward. I created that trigger volume at least 3 days ago.

lunar sleet
#

What bp is this code in? please don't say level blueprint

untold ivy
#

It is? Isn't it where you're supposed to put stuff about trigger volumes?

lunar sleet
#

2 things:

  1. Don't use level blueprint unless you absolutely have to (cinematics or w/e)
  2. Objects placed in the world tend to keep their old name or refs to it unless replaced with the new name
untold ivy
#

In my defense, i checked 3 different tutorials on Trigger box/volume and all three said to do it in the level blueprint. If you have an alternative, I'm all ears.

lunar sleet
#

you can then use their overlap events inside said bp, or the other way around (in the char, detecting the overlap) for example

placid steppe
#

I have a Actor transform (Location and Rotation) and I have a Vector. How would I find the required roll for the actor to have the vector right above and along the actors pitch? Seems like it should be easy but im really struggling to figure it out

#

This way i can make actor look at vector just by modifying the pitch

hallow garden
runic parrot
#

Hi!
Does anyone know if there's a way to do a sphere trace or something similar to gather all the nearby actors without repeating?
I can do it storing them in a Set, but i'm trying to find if it's possible to get the clear list from the get go

minor jackal
#

Anyone knows how to control pose asset poses with control rig? I've found how to create pose asset but not how to access pose curves from control rig, face rig for metahuman is doing it somehow but i can't find any info how to recreate for custom non metahuman face rig

modest monolith
#

Hello guys, is there a node to cancel the rendering in order to give "false" input when I call "was component recently rendered?"

runic parrot
# dawn gazelle Multisphere trace?

I'm using that one, but it's returning like 20 entries of my own pawn (the starting point) and same for all other actors, they get repeated for some reason

modest monolith
#

Guys help.. the only problem of my game before I release it. I have this actor that is a classic horror enemy (look at me, I stay still, look away, I follow you). This actor is spawned by a spawner and it acts normally, after 15 seconds it gets destroyed and a new one gets spawned after 1 minute. THE PROBLEM IS that when the second actor gets spawned, it doesn't follow the player but it stays there at the spawner as if the second actor doesn't have a code. This is so weird. Why?

harsh comet
#

Hey besties, quick question. If I wanted to make a variable that has a populated socket list like when you child an object onto a skeletal mesh and want to attach it to a parent socket... How do I get that / Is there a way in Blueprints / should I be querying the C++ crowd instead?

Trying to grab the position of bones on an animnotify event so I can have damage volumes be based on that, and I want to make an easier system of doing this than going to the skeleton and copying the bone / socket names

dawn gazelle
harsh comet
modest monolith
harsh comet
modest monolith
harsh comet
#

yes

#

I'm assuming you're moving some form of AI Move To, or lerping your enemy towards the player, but regardless you need the player character as a reference for where you're moving.

#

If you're setting it, instead of using "GetPlayerCharacter" / "GetPlayerPawn" then you'll need to make sure the reference is valid

harsh comet
#

I can also hop into voice quickly to debug

harsh comet
modest monolith
#

basically the first start correctly, the second doesn't unless I glance at him once

harsh comet
#

let me know if the failure reason prints off

#

alternatively, put a breakpoint on the print text node

#

Here's the "format text" syntax

#

{this} FAILED TO MOVE!
{Reason}

#

what's inside the {} becomes a wildcard pin, most things can be connected or converted to a connection for these

modest monolith
#

wtf

frosty heron
#

Movement result is not a text type, ofc it will fail.

harsh comet
modest monolith
#

God.. why print string is not showing up now?

#

I've noticed that prints don't show up on the screen no matter what

harsh comet
#

print text and print string are essentially the same thing, print string would just require the text to string conversion for the format text bit

modest monolith
#

holy crap

#

😭

#

I see on google is a bug

harsh comet
#

IE the enum isn't printing?

frosty heron
#

I have no issue printing movement result since 4.27

modest monolith
#

Ah the game is in shipping mode.. one second

#

nah doesn't work

modest monolith
frosty heron
#

No issue on my end. I am not aware of bug that you are talking about.

#

Perhaps post your code

modest monolith
#

i've literally put being play - print string and it doesn't work

frosty heron
#

Post your code

harsh comet
#

If you put a breakpoint on the node, or the set playrate prior, does it run on the second enemy?

frosty heron
#

Print string is development only btw

#

How do you rule that as a bug? It's even written with big warning sign

harsh comet
frosty heron
#

Ye me too

#

Why do you have to test in shipping?

modest monolith
harsh comet
#

Are we testing shipping @modest monolith ?

modest monolith
harsh comet
#

Like are you packaging a build every time?

frosty heron
modest monolith
harsh comet
#

Because build configuration matters only when you package the project and you're testing the executable

modest monolith
harsh comet
#

Okay, so the enemy still moves during PIE, but not in a packaged build?

modest monolith
#

anyway.. print string doesn't work

#

this is the code:

frosty heron
#

Debug and check. For A.I to move. It needs to be assigned a controller. Make sure you spawn AI node instead the regular Spawn actor

#

Check if your AI controller is valid and work your way forward

modest monolith
modest monolith
#

the problem is not dev mode or shipping mode. the problem is that the code for some reason works only at the first actor spawned and not with the second which is the same identical actor just difference instance

harsh comet
#

We're trying to help you, but that involves getting additional information about the problem, every solution in gamedev has some custom authoring, so we're trying to understand the extent of that here and the extent of the solution, feels like we're getting a bit of sass while we're trying to help you...

#

Can you put a breakpoint on the SetPlayRate or something so we can verify that we're getting to this node?

lofty rapids
#

your using all the default variables of the class ? meaning are you using variables from say an instance or something ?

modest monolith
lofty rapids
#

or if you put it on begin play it doesn't fire off ?

harsh comet
#

add a breakpoint to the print

#

and somewhere before the AI Move to

#

you can also just put down Print Strings / Print texts so we know these bits are actually firing off.

#

Cause we need to know if for some reason the navigation is failing, or if something is preventing us from even getting there

modest monolith
#

Okay

#

I fixed the print string

#

sorry If i've been afk

harsh comet
#

Print string is printing off now?

modest monolith
harsh comet
#

Ah, uh, that should be "off path" but we should be able to print out actual results

#

Is there not navmesh where you're spawning the creature?

modest monolith
#

Actually. The first actor says reason 3, because it fails sometimes but at the end it does its job and reached the player if I don't stare at him. The second actor ( which is the problem ) doesn't print anything. He just stands there menancingly

modest monolith
harsh comet
#

Okay, lets put breakpoints and strings on earlier parts of the execution flow so we can ensure we're getting to the navigation call

modest monolith
harsh comet
#

Just press the play button again

modest monolith
#

Ok

#

let's try

#

I put the breakpoint at the very beginning

harsh comet
modest monolith
#

Okay the second actor triggered the begin play

#

so it runs the code too apparently

harsh comet
#

This is on the set play rate right before the move to?

modest monolith
harsh comet
#

gotcha

modest monolith
#

this happens in a plain map with me and the actor only

harsh comet
#

And Navmesh?

modest monolith
# harsh comet And Navmesh?

there is.. I'm sure this is a problem with rendering and booleans.. the actor acts normally only if I give him a first glance.. otherwise he stays there

bitter raven
#

hello, I have problem with pawn. If i clicked "W" my ball rolling with forward Impulse max 314, bui If I adding next key "A" or "D" by ball rolling very fast. How to normalize/magnitude pawn speed?

#

Only Key "W":

#

Keys "A" + "W"

harsh comet
#

I think the "GetRightVector" should be normalized, but try normalizing that vector to be sure

minor mortar
#

Is there a straightforward way to use multidimensional arrays? If I have to, I think I can use a struct to make what I need, but just want to make sure I'm not missing something more obvious.

modest monolith
#

I think I'll just destroy this blueprint and think about another mechanic. This isn't even original

harsh comet
modest monolith
#

I think is impossible to show you without a streaming

pallid gorge
#

Can anyone help me understand what this is saying about "outer objects" and how they're used to solve this issue? I'm very new to UI design and I'm trying to get it so my options menu can return to either the main menu if entered from there or back to the pause menu if entered in-game
https://forums.unrealengine.com/t/menu-system-return-back-button-how-to-travel-to-current-panels-outer/634303/2